Stellaris

Stellaris

APSR: Anomalies, Planetary and Space Resources
1,249 Comments
eqN 1 Jul @ 10:50am 
Honestly, contrary to others complaints, I enjoy the jobs and districts from your planets being entirely distinct. Special districts not giving housing make for a fun tradeoff rather than always being the right choice, for example. The new jobs sometimes not scaling means some special planets/districts are early/mid game focused rather than being OP.
Dimuch62 [RUS]  [author] 1 Jul @ 9:16am 
Mod updated!

Just some minor fixes that should help resolve some of the bugs that have been reported recently.
Blast Hardcheese 9 Jun @ 3:30am 
That was the event that I forgot about. I had clicked it the first time it triggered, but the science ship I used was also doing the excavation at the same time. This broke the special project and kept it from registering as completed. Thank you for the fix!
Dimuch62 [RUS]  [author] 8 Jun @ 10:09pm 
@Zero
The planets of the APSR are considered ideal artificial worlds with 100% habitability. Like Ecumenopolis.

Maybe because of other mods your empire type doesn't fit vanilla conditions:
is_regular_empire
is_hive_empire
is_machine_empire
and therefore the mod doesn't know what jobs to generate. Check other Unique and Ancient worlds.

Balance... People used to complain that APSR was too strong, now that it's too weak... For now the balance will remain as it is, because the game itself has no balance, and it may change later.
Dimuch62 [RUS]  [author] 8 Jun @ 10:00pm 
@Blast Hardcheese After a while, a message with a solution should appear. If not, send me the error.log file via discord. To continue the game, you can use the command in the console:
event apsr_arcrel.828
Zero 8 Jun @ 11:16am 
Also, in general, jobs from APSR planets are currently kinda underpowered. Which make sense, because they were probably balanced for the game before 4.0, but now game balance is all over the place, and vanilla itself is not balanced at all.

I'm not sure about that, but aren't jobs like scientists of White Mesa facility currenty don't recive bonuses from buildings that give +1...3 science points to regular scientists, or 15% job effiecency to all scientists? If that's not the case, it would be nice to see that changed, because currently dedicated vanilla science world can outperform APSR science worlds very easily from my experience.
Zero 8 Jun @ 11:07am 
There are two problems I ecnountered with this mod so far.

First one, there is a new feature for mutation asscention, effective habitability can go up to 200%, giving more bonuses for jobs for that. That does not work on APSR planets.

Second, the Galactic Resort disctrict was not giving me any Administrator jobs. This may be because I used new Civil Education civic that screws with some other jobs as well, the one that replaces enforces with educators. In my run it was also replacing vanilla politian jobs, which I think is current vanilla issue. Kinda hard to be sure here, since new update created many new bugs on itself.
Blast Hardcheese 8 Jun @ 1:50am 
I'm currently stuck on the Largesium event where the reactor overheats and I cannot get past stage 3 of the Archaeological site. There was a popup about a potential solution, but I cannot remember what it said. How do I progress the situation?
Dimuch62 [RUS]  [author] 3 Jun @ 9:00am 
UPDATED!
Changes in patch 4.00.5

1. Fixes
1.1 Added missing planet_flag, the absence of which could lead to problems with the orbital ring on a Unique or Ancient world (thanks AdmirableOstrich .

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Изменения в патче 4.00.5

1. Исправления
1.1 Добавлен недостающий planet_flag, отсутствие которого могло привести к проблемам с орбитальным кольцом на Уникальном или Древнем мире (спасибо AdmirableOstrich .
Dimuch62 [RUS]  [author] 3 Jun @ 4:55am 
@ᛣ Munin ᛉ This will require creating a special mod. This is not currently in the plans.
Ѧrky 30 May @ 8:27am 
@Dimuch62 [RUS] Thats a bummer, but i guess thats just the limitiation of the game.
Futstub 30 May @ 7:54am 
Just started a new run with the mod, you could have just said it has great mod settings, so you can balance it yourself every single run. I'm really looking forward to playing with it, thanks for the great mod!
Dimuch62 [RUS]  [author] 29 May @ 9:58pm 
@Ѧrky The planets of the mod are considered artificial, like the ecumenopolis. And the Wilderness Empires cannot colonize them.
Ѧrky 29 May @ 10:57am 
Question, how does this play with the new "Wilderness" Empires? They cant colonize artificial things if i remember.
Dimuch62 [RUS]  [author] 28 May @ 10:04pm 
That's right, because the mod should work both on vanilla and with BPV.
BPV should overwrite the necessary variables with its own, and then everything will work.
Ugly Hamster 28 May @ 1:59pm 
There seems to be a compatibility issue with BPV - More buildings/districts/etc, if this mod is loaded after BPV, it overwrites them to be 2 city districts regardless of how many it was meant to be.
Loading this mod first, so that BPV overwrites it after works however.
Dimuch62 [RUS]  [author] 26 May @ 9:56pm 
@PURUNGUI Yes, the mod converts a random planet of the appropriate size. It can be a habitable planet of a normal type (9 types), gaia, nuked, barren, toxic, frozen, molten.
Sometimes, holy worlds of the Fallen Empire are converted. Sometimes, planets spawn in the territory of marauders or leviathans.
PURUNGUI 26 May @ 3:42pm 
Love the mod has been a must have for me for years, but I do wonder if this mod converts habitable planets or barren rocks into mod ones on configuration on game start?
Dimuch62 [RUS]  [author] 25 May @ 12:22am 
@ Endsieg ты уверен? Я играл и все было нормально. Возможно дело в самих Гигаструктурах, так как многое в них еще не обновлено на версию 4 и может работать криво.
@570486155 after what mutation? how did it happen that the ideal world has a habitability of 0?
@Futstub There is a balance, but the planets will still be stronger than vanila. It's like finding an ecumenopolis in a vanila game.
Futstub 24 May @ 9:39pm 
Is this somewhat balanced? I really like the mod, but there isn't really a description, and I don't wanna make the game too easy... :)
570486155 24 May @ 6:29pm 
Habitability is 0 after mutation
Endsieg 24 May @ 12:13pm 
прости, я ошибся крч могу сразу сказать что лучше не ставить этот мод с гигаструктурами у вас будет лагать очень сильно и крашить после 2300
Dimuch62 [RUS]  [author] 24 May @ 12:10pm 
@Endsieg что такое орбитальный иллизиум?
Endsieg 24 May @ 3:26am 
при строительстве жилого района в орбитальном иллизиуме игра крашится
Dimuch62 [RUS]  [author] 22 May @ 9:46am 
Изменения в патче 4.00.4

1. Новое
1.1 Добавлена совместимость с ~~ BPV - More Building Slots

---


Changes in patch 4.00.4

1. New
1.1 Added compatibility with ~~ BPV - More Building Slots
Dimuch62 [RUS]  [author] 20 May @ 8:13am 
@AlterDraconis Спасибо. Ты не первый кто это просит, поэтому на днях сделаю
AlterDraconis 20 May @ 7:24am 
Здравствуйте. Большое спасибо за мод, очень интересные планеты. Но есть просьба: сделайте, пожалуйста, совместимость с модом BPV - More Building Slots, это в версии Стеллариса 4, фактически, новый индустриальный стандарт.
Dimuch62 [RUS]  [author] 20 May @ 6:37am 
@WABEPMA нет, дикому сознанию такие миры не нужны, они слишком чужды и искусственны. Так же как чужды экуменополисы, реликтовые миры и прочие.
WABEPMA 20 May @ 6:05am 
а будет ли возможность заселять древние миры за дикое сознание из биогенезиса?
Dimuch62 [RUS]  [author] 18 May @ 10:05pm 
@ RedTurkey Yes, Ancient (and Unique too) worlds have the "artificial world" mark.
@ kagora2 Maybe in a future update. Currently there are only 3 buildings in districts on unique and ancient worlds.
kagora2 18 May @ 11:41am 
is it possible to make it compatible to the mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481775336 and the extension od the building slots?
RedTurkey 16 May @ 2:27am 
Quick question, do Ancient World count as an artificial world for the Void Dweller trait ?
Dimuch62 [RUS]  [author] 14 May @ 9:41am 
МОД ОБНОВЛЕН! Подробности на русском языке в списке обновлений (под аватаркой), так как в сообщение не помещается.

____________________

MOD UPDATED!
Dimuch62 [RUS]  [author] 14 May @ 9:40am 
Changes in patch 4.00.3

1. New
1.1 Unique and ancient worlds now wpawn with a destroyed orbital ring.
1.2 New buildings have been added for districts of unique and ancient worlds. Now all districts can be fully built up.
1.3 Technical code 0099 has been added to the "Encrypted Terminal" relic to check the mod version. If problems occur after a major game update, check that the mod has also been updated correctly!

To check, start the game, open the console and enter the commands:
add_relic relic_apsr_terminal
energy
After that, activate the relic and enter the code 0099.

2. Changes
2.1 Buildings that previously produced Ancient Knowledge no longer produce it. A separate building has been added for this.
2.2 "Symbol of Interstellar Power" now provide a reduction in the penalty for the size of the empire (the old loyalty bonus to subjects has been removed).

3. Fixes
3.1 Now the start with the mod's origins is displayed in the empire's timeline.
3.2 Fixed several minor bugs.
Dimuch62 [RUS]  [author] 14 May @ 1:46am 
Возможно опять что-то сделали в обновлении игры, как было сразу после выхода 4.00, когда здания улучшать нельзя было
Naphanael 14 May @ 1:33am 
ресурсы пошли производится после загрузки сохранения. Вероятно, какой-то очередной баг самой игры. Что до обелиска-он построился еще через две попытки. Опять же, непонятно: баг игры или проблема с модом.
Dimuch62 [RUS]  [author] 13 May @ 10:53pm 
@Naphanael странный баг, при проверке только с одним включенным модом и ресурсы производятся и здания строятся. Может, какой-либо другой мод вмешивается?
С обелиском только одна проблема - тот модификатор, что он давал раньше, сейчас перестал работать. Исправлю это немного позже.
Naphanael 13 May @ 9:52pm 
По какой-то причине, в текущей версии мода, на части планет, уникальные вакансии на уникальных/древних мирах не производят ничего, только потребляют. Так же замечен странный баг-не строится обелиск межзвездной власти. Кушает ресурсы на постройку, строится, и когда время постройки подходит к концу-просто ничего не происходит и он вновь доступен для постройки. Пробовал построить его 4 раза-все бестолку.
jackrackham001 11 May @ 10:15pm 
I had an issue with this mod on 4.0 update. When I built Exotic Gas Refineries, no exotic gases would be produced. It worked fine on 3.14. I first turned off this mod and the refineries started working again. I then turned this mod back on and moved it from #3 to #2 in my load order ahead of Empires Expanded and the refineries work fine now.

I don't know if there is a conflict with this mod and Empires Expanded but that's how I fixed it. I just thought I should post this information here just in case I'm not the only one with that problem.

I'm glad that fixed the problem because I think this mod is excellent and did not want to be without it.
Dimuch62 [RUS]  [author] 11 May @ 9:52pm 
If you get a bunch of empty messages when you start the game:
Enter the command "debugtooltip" (without quotes) into the console, hover over a button in the window, and see what is written in the line "DEBUG: Event ID"
If it says apsr_... then reinstall this mod (unsubscribe/subscribe, select "redownload mod" in the launcher, or delete the 1346877266 folder in the downloaded workshop files and wait for the mod to load again).
If it says something else, try to find the author by the event ID (apsr_... is the APSR ID).
zkahnman 11 May @ 5:16pm 
confirmed that its not this mod; works fine with only this enabled
zkahnman 11 May @ 5:05pm 
it is not this mod causing the problem i dont think; im still getting the infinite event pop up
zkahnman 11 May @ 4:08pm 
I am also having this problem. When no mods are enabled it has stopped, but I have re-downloaded this mod after purging and its still happening when I turn my mods back on. I will try deleting all mods and then forcing resubscribe again and see if the deleting everything part was what was needed.
jht_89 11 May @ 2:33pm 
Am I right in recalling this mod needs a new game to be started in order to work properly?
dvjames40 10 May @ 11:20pm 
@Ugly Hamster I'm having the same issue even with APSR disabled. Just to confirm you had to go into your Paradox Launcher under Mods and delete "all of them". Then you had to go to the Steam Workshop and unsubscribe to all your mods? How do you verify the files and force a redownload on the mods? Sounds like a tedious task. Thanks for your help. :)
Dimuch62 [RUS]  [author] 10 May @ 9:47pm 
One more bug in this game update...
It's good that everything worked now, enjoy the game!
Ugly Hamster 10 May @ 3:27pm 
You were right, I had to delete all mods in steam and paradox launcher, verify the files, force a redownload on everything and only then did it download the latest version.
The latest version isn't causing the infinite box spam
Dimuch62 [RUS]  [author] 9 May @ 10:18pm 
@Северин Катанов Оно так сейчас и работает. Пригодность 0.
@Ugly Hamster This can happen if you are using an old version of the mod (for Stellaris 3.14). There is no such thing now, I can't repeat this bug. I sent a friend request, I'll try to figure it out with your help.
Тогда предложение убрать пригодность для дикого сознания на древние/уникальные чтоб даже захватив у другой империи нельзя было эксплатировать к примеру только районы
Ugly Hamster 9 May @ 2:06pm 
Did as you said, here's the tooltip: DEBUG: Event ID apsr_terminal.#####